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Messages - Blade

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61
* Blade hits Kornel Kisielewicz with a wand of haste (hope now you will work faster on new releases xD).

62
Requests For Features / Re: Green? GREEN?!
« on: April 01, 2009, 13:17 »
Blade, I'm waiting for that Win 7 stable version actually. I want to completely be oblivious in my lifetime of the existance of Vista xP

It's promised to be released in August, so not much time to wait left...

Also, for me it would be nice to have full-screen Beta version... And with fixed phase devices bug...)

63
Requests For Features / Re: Green? GREEN?!
« on: April 01, 2009, 11:49 »
There's a no-effort possibility for a SDL-based console release with fullscreen support if anyone would like that.

Me too would be happy! And it would be useful to you too when you will migrate to Win 7.)

64
Requests For Features / Re: Green? GREEN?!
« on: April 01, 2009, 10:07 »
Sure you can make the fonts bigger when you right click your console app in the taskbar and than Properties (Tho that won't solve the color problem), but you want it entirely fullscreen then I'd use Dosbox or Virtualbox (For DoomRL, I suggest Virtualbox as it's actually a modern game; Tho if you want to use virtualbox you do need an XP installation CD or ISO)

Yeah, i did that. But there are only 3 options for fonts there: Consolas (which is pretty ugly and does not have some symbols, like red dot that it shown as undefined symbol), Lucida Console (same thing), and default Raster Fonts (Terminal), which size is limited to 10x18, and which correctly shows characters only on 8x12 (default console window size).

Virtualbox is a nice suggestion, thank you. I'll try it.

By the way, it's possible to change colour preferences for each colour in the "Colors" tab. Mostly only dark-grey is required to be made darker (to something like 96,96,96 RGB).

65
Requests For Features / Re: Green? GREEN?!
« on: March 31, 2009, 13:51 »
If you play on Vista then you can't go fullscreen and when you play windowed it's a *pain* to see the difference between Pistol and Double shotty, and Pistol and Shotgun. That should change actually.

Offtopic: by the way: is there are ANY way to emulate fullscreen console under Vista? Or at least console with so large fonts that it will take almost the whole screen?

66
Discussion / Re: DoomRL over Telnet
« on: March 18, 2009, 15:10 »
Heh... Would be nice if we could see Blade live in action through telnet =)

Yeah, can't wait to see that!

67
Discussion / Re: My Dream Patch Notes v1.0
« on: March 01, 2009, 12:50 »
LoneVandal, you can, you know... use 1 post for 2 different messages.

68
Discussion / Re: My Dream Patch Notes v1.0
« on: March 01, 2009, 11:46 »
Yes I read the manual, I know what it says, and it in no way indicates that "R" will let you reload 2 weapons at the same time.  Any game involves experimentation and learning, but the things a player should be expected to learn are how to overcome obstacles presented by the game, not how to control their own character effectively.  For example, learning to use corners and doors effectively, learning which audio cues give away which monster types, learning which character builds are effective (and which ones aren't), learning it is never worth it to pull a switch without Intuition, and learning that non-unique shotguns are currently worthless are all fair things to expect of a player.  Character controls don't fall into this category, they fall into the "things about a game that should be properly documented" category.

Well, the only right thing i can think of is to add explanation of this feature to the Dualgunner trait description.

69
Discussion / Re: My Dream Patch Notes v1.0
« on: March 01, 2009, 08:56 »
Where does the game tell you that you can reload both weapons at once with alt-reload??? Yeesh.  Even the Wiki doesn't mention that anywhere.

Quote from official manual:
Quote
Ok, I hear you cry -- "Out of ammo!" Don't panic. Press "r" to reload your
weapon. (Some weapons allow you to do a "special" reload by pressing "R".)
Reloading is automatic if you have the proper ammo in your inventory. But
what if you don't? You can try pounding on the enemy with your fists or a
hand-to-hand weapon -- to do that just walk into him.  Pick up a Berserk
pack or/and a chainsaw (or at least a knife) and you can do some
serious damage that way!

It's from 'getting started' manual. It describes that such feature exists and that you can use it. It must not list all actions that happens when you press 'R' with various weapons (almost every weapon has different action binded on that key, especially unique) - it's up to you to find to find them by trying and testing. This game is a roguelike, after all.

You ask, why it's not in the Wiki? DooMRL Wiki is maintained by players of this game, such as you and me, so if you think that special reload of all weapons should be mentioned there - add it. Anyway, i already added it.

70
Discussion / Re: A few newb questions
« on: February 27, 2009, 17:02 »
If you don't want to fire, hit esc to cancel it.

Or, if you're targeting yourself, you can just press 'f' one more time.

71
Bug Reports / Re: Angelic Armor - funny bug
« on: February 10, 2009, 06:18 »
I guess month of work without a single BSOD, or unrecoverable crash, that required me to reboot, can be called pretty stable.)

72
Bug Reports / Re: Angelic Armor - funny bug
« on: February 09, 2009, 04:58 »
Soon deadline will be over for me, and then i will have some time to test too.

Continue off-topic: Win 7 is not Vista. It looks like Vista, uses Vista drivers and many services, but it has a lot of things improved compared to it. I have it installed for a month already, and i left my previous OS, XP, as a second/backup OS, to which i will revert in case if something won't work/something will annoy me on 7. But there was no single moment, when i'd think that i'd better did something on XP.

73
Bug Reports / Re: Angelic Armor - funny bug
« on: February 08, 2009, 16:39 »
The funny thing is, that the game works fine on my WinXP 32-bit on 32-bit computer.

But the game on WinXP 32-bit BUT 64-bit computer.

I don't know wheter this should be considered a bug, but if you have a same configuration as me (yeah, I only had original 32-bit version), don't pick up the Angelic Armor or your progress will be lost. Take care.

Hello, Melon! First of all: i always was playing DooMRL on Win 32 on 64-bit machine (before i switched to Win 7. Yes, DooMRL works on Windows 7, 64-bit, and it works fine!), and it did not crashed after picking AA. I dunno what caused that bug, but i'm almost sure that it's not the machine.

Quote
EDIT:
A funny thing just happened. I just started DoomRL and I was able to "Continue Game". And I can see the Angelic Armor. I just put it on. Strange (I remember saving the game somewhere around level 11 of Phobos Base, now I am on level 7 of Phobos HELL). And I see the special exit to Mortuary :D

Yup, game does autosave on crashes sometimes. Lucky for you that it saved the AA.

74
Discussion / Re: Screenshots: ASCII and Graphics
« on: January 23, 2009, 16:08 »
Nah I guess it flooded the level with lava and that immidately took out the 14% of health left...

My mortem said that i had -6% after death. That's exactly -20% from my hp "before pushing the lever". So i guess this one was the healing level, you just set the wrong sign, so it's the killing lever now. xD

I now want to test if there are levers of armor corrosion, wall-spawning levers, or levers of monster removing...)

75
Pre-0.9.9 / Re: [M|88%|11|YASD] YAFL (Yet Another Fucking Lever)
« on: January 23, 2009, 14:54 »
That video contains no spoilers (except some new features of beta version). And i guess it won't be bad if you will know about them.)

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